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Diffstat (limited to '3rdparty/bgfx/src/bgfx_shader.sh')
-rw-r--r--3rdparty/bgfx/src/bgfx_shader.sh30
1 files changed, 24 insertions, 6 deletions
diff --git a/3rdparty/bgfx/src/bgfx_shader.sh b/3rdparty/bgfx/src/bgfx_shader.sh
index 5349404311d..6f87c405c97 100644
--- a/3rdparty/bgfx/src/bgfx_shader.sh
+++ b/3rdparty/bgfx/src/bgfx_shader.sh
@@ -29,11 +29,11 @@
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
#if BGFX_SHADER_LANGUAGE_GLSL
-# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
-# define ARRAY_END() )
+# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
+# define ARRAY_END() )
#else
-# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
-# define ARRAY_END() }
+# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
+# define ARRAY_END() }
#endif // BGFX_SHADER_LANGUAGE_GLSL
#if BGFX_SHADER_LANGUAGE_HLSL \
@@ -593,7 +593,6 @@ mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
return mat4(_0, _1, _2, _3);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
-
mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
{
#if BGFX_SHADER_LANGUAGE_GLSL
@@ -602,7 +601,14 @@ mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
return transpose(mat4(_0, _1, _2, _3) );
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
-
+mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
+{
+#if BGFX_SHADER_LANGUAGE_GLSL
+ return transpose(mat3(_0, _1, _2) );
+#else
+ return mat3(_0, _1, _2);
+#endif // BGFX_SHADER_LANGUAGE_GLSL
+}
mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
{
#if BGFX_SHADER_LANGUAGE_GLSL
@@ -612,6 +618,18 @@ mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
+#if BGFX_SHADER_LANGUAGE_GLSL
+#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
+#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
+#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
+#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
+#else
+#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
+#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
+#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
+#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
+#endif // BGFX_SHADER_LANGUAGE_GLSL
+
uniform vec4 u_viewRect;
uniform vec4 u_viewTexel;
uniform mat4 u_view;